This basically gives you a new Hero Power each time you want to use Hero Power. Any thoughts?
Well this is what the rules are for this week:
Your card must replace your Hero Power in one way or another.
So it would be seen as unaccepted because you only get to use the hero power once before it goes back to the original, so it could be seen as not replaced, but it could be debated because the hero power is replaced with a different hero power (even it's just for one use) it follows the rules. Either way I hope this is cleared up, but I think this could be an invalid entry.
As for me, I have this idea for this week. I have realised that secret text has to be bold (which is annoying I know). However I would like to hear what you think. Unlike the hero powers in the game, this is one you have to plan ahead rather than just use it a immediate effect which I would like to see more in Hearthstone:
Here are my concepts for this week's comp. Really sad that this is the climax to the season so I'm hoping I can get to the finals for this one before the next big comp. Wish me luck!
If I'm being frank, I am not a fan of Rewind at all. You're either stalling the game, or choking out opponents who want to use more expensive cards. What's to stop you from playing a cheap aggro deck, and keeping the Mana Crystal-total low on purpose to fuck with your opponent? They would have little recourse to stop that.
Conversely, I am fully on board for C'Thun-support.
Thanks for the feedback! I've toned down the hero power just a tad, in hopes that it might make the game a bit more fair and interesting. I also made a new Rogue card based on a previous design I made for LoE bosses. What do you think?
Chromie, Mistress of Time (v2): Thanks to the people on Hearthcards who gave their feedback on this card, the Battlecry stays the same. The Hero Power however rewinds time in a different way. Every time you cast Rewind a random minion from each side of the board returns to their owner's hand. So you're not just stalling your opponent, you're stalling yourself as well. You could pull off some cool combos in both formats with this Hero Power.
Temple of Orsis: This is purely an OTK card, because let's face it, how cool would it be for Rogue to have an OTK combo (even though it pretty much did with Quest Rogue). I think it's a cool gimmick. Think of Temple of Orsis as a minigame within a Hearthstone match. Your maximum Health is set to 15, you get 5 Armor which gives you 20 Health to start out. If you survive for 5 turns, your opponent does not. Since Rogue struggles on healing and is basically an aggro deck at the moment, all our little Rogue has to do is run of of steam and she's pretty much lost. It's a really cool card and I think it would be a fun addition to Hearthstone.
As my last idea didn't go over well, I've created this one that should be a little more exciting and flavourful.
Obviously a very powerful hero power, but one that requires a minion to stay on the board to work, and is really only useful when you're battling for board control. Once you move to smorcing it does nothing.
Bronson's first ability keeps him on the board for a turn so that you're guaranteed to have something to use it on for at least one turn.
Everyone loves pirate decks so i think it's about time they got the ability spam pirate banter whilst smashing the face. This weapon can't be destroyed by normal means and combos with Doomhammmer and Fools Bane pretty well as it can duel-wield attacks along side a normal weapon. Just when you were wishing patches never left standard, here's another seafaring matey to assist you, once more subliminally entering his voice over into your everyday life. I'm just wondering if there's any way Captain Grayson could summon Patches but not be destroyed Gollaka Crawler so there could be that showstopping T1 pirate Legendary duet we all crave. Suggestions appreciated for emotes also ;D.
Just had an idea of how to fix my original concept so that it is more synergistic and flavourful.
Basically it would create a new deck archetype where you aim to hit Fatigue as soon as possible, while overwhelming your opponent with card advantage. Then you can continue to use your ability when in Fatigue to go for the kill. Could result in a lot of ties, but definitely a interesting direction.
Another idea here. Any opinions? I was wondering if I should make it Priest or Warlock?
I think Priest would be better. Stat-swapping is already part of its identity with Confuse, and I wouldn't want to replace my Life Tap with this. I feel like it would be fine in Neutral, too, though; every class has access to stat-swapping, and that would open it up to more uses. That Power is pretty situational no matter what class its in, though (the only use I can think of is Eggs). I still like the card because such a Hero Power seems fun to use, but that would likely cost you many votes. Also, stat-swapping is usually connected with alchemists, not transdimensional demons, so it would make more sense for this to be some sort of alchemist.
For this one... After you use Parrotry, you could use opponent's Hero Power
The only one of these that interests me is Sir Parrot, though, like Blazenet's card, it's too situation to see any play. I would make it Epic, not Legendary, for that reason. Plus, it could be funny to have two of these and turn your opponent's Hero Power into Parrotry as well. Sheepherder Matt (is this a WoT reference???) is a deck attack, which is unfun for your opponent and disliked by the community, and the Quest is even more situational than Sir Parrot; the only cards that can trigger it are Hemet, Jungle Hunter and Skulking Geist.
The problem with Control-Hunters has always been their aggressive Hero Power and all of Blizzard's attempts to make hunters HP more board centric failed, since it's not consistent enough to hope to draw the one card (Dinomancy, Steam Wheedle Sniper, ...) so I thought just replacing the HP from the beginning could solve this problem. With this it is actually possible to build the deck entirely around board control.
Harsh Librarian has good flavor, but I think we are going to see a lot of Silence Hero Powers (there's already another on the same page). I think this is a good execution, but it won't stand out. Sylvanas (with one "n") is definitely better to me. The effect is simple yet has strategic depth, making you evaluate what your deck needs and does; Hunters do like their Steady SMOrc. It also encourages non-aggro Hunter, which is always good. My main concern is that she might be too useful. I could see this potentially being used in pretty much every midrange Hunter, even with Deathstalker Rexxar being a thing. Run Sylvanas to get control early and use Zombeast value to finish. I also don't like the Springpaw Cub art because of that random claw or whatever sticking out from the top.
Here's what I have so far. The Horseman was something I created but didn't use for an earlier comp. Now it's a few days late as far as seasonal flavor goes. Could also be a Paladin class card and fit the lore.
Chen HP
Hemogoblin HP - Will create if this is the fan favorite
Headless Horseman tokens (I think the weapon will need to be rebalanced)
This basically gives you a new Hero Power each time you want to use Hero Power. Any thoughts?
Well this is what the rules are for this week:
Your card must replace your Hero Power in one way or another.
So it would be seen as unaccepted because you only get to use the hero power once before it goes back to the original, so it could be seen as not replaced, but it could be debated because the hero power is replaced with a different hero power (even it's just for one use) it follows the rules. Either way I hope this is cleared up, but I think this could be an invalid entry.
As for me, I have this idea for this week. I have realised that secret text has to be bold (which is annoying I know). However I would like to hear what you think. Unlike the hero powers in the game, this is one you have to plan ahead rather than just use it a immediate effect which I would like to see more in Hearthstone:
Oh no, I worded it badly. Of course you will get the "Murloc Eye" hero power for the rest of the game. Whenever it's used you will Discover and use a basic Hero Power. I'll reword the card.
And your card: The idea is ok, however, the "choose to" seems to be just a bad way to write Choose One. And Choose One is a druid mechanic and using druid mechanics in hunter cards will be problem to some people. I don't know how you should reword it, the only idea that comes to mind is "At the start of your turn, Discover a Beast or a Secret" but then you would get randomly beasts and secrets instead of choosing which type of cards you discover.
Also, the hero power says "At the start of your turn" but it also costs 2. So are you forced to spend 2 Mana every turn to play the hero power? That would be strange so IMO you should either remove the "at the start of your turn" or make it a passive hero power that doesn't cost anything.
Davy Jones: He's big, he undead, he's Pirate. He will equip the best weapon in the game after War Axe nerf but be careful to run out of life.
Dragon Breeding Ground / Kalecgos: Same idea, same HP, different in execution. The whelp will activate your Dragon effect in Wild / Netherspite Historian or become burst damage assistants.
Haramad is there to reduce inconsistency for Highlander decks by discovering board clear or minions every turn.
First off, is it clear that you DON'T get the spell in your hand? The Hero Power just becomes replaced with it. The Hero Power also keeps the cost of the Discovered spell, so Discovering Fireball with give you a 4-cost Hero Power that deals 6 damage. This of course seems really powerful, so I intentionally made it steep to try to balance it. It's 5 mana to just change your Hero Power, then you get the new Hero Power. You could get Pyroblast if you want to, but then you would have a 10 mana Hero Power. This is particular has really nice synergy with Maiden of the Lake and expensive spells.
You also cannot Discover Secrets because that would be a bit stupid (in every sense of the word).
EDIT: And idea number trois!
The Mimicry Hero Power works like Shifter Zerus in how it shifts. The Hero Power itself isn't castable at all, but when your opponent casts a spell, this transforms into a copy of it which then CAN be cast and will flip itself over. The Mimicry Hero Power copies the cost of the spell as well. Using the Fireball example again, if this transforms into a Fireball, it will cost 4. It also maintains itself throughout multiple turns. If the last spell your opponent cast was 4 turns ago, this will still be a copy of that spell and can be cast on each of those of your turns. It only transforms when your opponent casts a spell.
If Mimicry transforms into a Secret, casting the Hero Power will place that Secret into the battlefield.
Spell Absorbtion is WAAAY too problematic. RNG out Flamestrike or Pyroblast and then it's over. I'd scrap this idea.
Mimic seems like a good anti-control card, but seems really uninteractive/
I could revisit my "Discover two copies of a Spare Part" Mech-related Hero Card, but that might be the lazy way out. These are the two ideas I have at the moment:
They both rotate through Hero Powers. The one on the left gives you more control, but it's relegated to basic Powers. The one on the right is totally random, but does not specify basic Powers; it could theoretically give you DK Jaina's, Sulfura's, etc. You'd probably be inclined, then, to kill off Tread Sparknozzle on purpose, to keep your new Power.
This seems really problematic with Raza the Chained. I'd make him a class card or scrap the idea all together.
Stupidly unoriginal or genius in its simplicity? >.<
Hallucination is a very strong card. Being able to use it repeatedly should definitely be worth more than 1 mana investment. Im not sure if 3 would be too much, but thats where i would see it. At absolutely very least it has to be 2.
Fair. So I'm now thinking I'll change it to just stealing spells. Hmmm...
I lean towards Discover because it's less RNG, but I like the flavor of the first one (like, you can't see what card you're stealing from their pocket). Feedback appreciated :D :D
If you still want to keep the Hallucination effect, I'd recommend changing the flavor. Something like actually related to the Hallucination spell or the flower. 2 mana is fine for the effect.
Power Trip: Way too problematic with classes with targetable HP like Mage and Priest to come into possession of this card, especially through Kabal Courier
Embrace the Light: Now THIS is interesting. I tempted to say OP, but Shadowform has never been strong. So... balance?
Maiden of Virtue: Really problematic if you played this after managed to stick a Tirion Fording on the board, which isn't even that hard given that you can discover him from Stonehill Defender.
@nurgling18 Seems like a really not fun idea, and maybe too powerful. Also it's been done so many times already.
@blazenet I'd say it would fit better as a Priest card, but even then the Hero Power would still be very weak.
@ffinderous The Quest seems really hard to complete and the rewards don't make up for the loss as the Hero Power is waaay too slow. The sheep one is cool but I think it would be better reworked as a card (it's like trading your ping, which is super good, for something that doesn't really do anything). Parrotry strikes me as kinda pointless: it's kinda like playing Sideshow Spelleater but you have to pay 2 more mana everytime you want to HP.
@Fortify It's an interesting idea, I just wonder why you didn't make it like "Put a random Secret on the battlefield." It seems to fit and work a little better.
@Fabman650 I like both ideas (Chromie a lot more, to be honest), but neither of them seem to fit the playstyle of their classes. I get the flavor and I agree with you bronze dragons look better in Paladin, but Chromie just screams Rogue to me. Maybe Druid with their "return to the deck" shenanigans?
@Heinibrother The first one is waaay seems whatever; I think if you were to play a dedicated Elemental deck, you probably wouldn't need this most of the times. The second one is really cool and I could see this being played in a Control Hunter; I think losing your 2 dmg to face more than compensates for a 2-mana Assassinate, but at the same time, in such a deck it might not be that big of a price to pay.
@Derkos15 Not the first time I've seen this idea and I still think it's great... at ruining the fun of other people.
@Svaarn It's an interesting idea, but I think it's too strong. Imagine getting Soulfire, Lightning Bolt, PW:S, Binding Heal, etc. Seems like a really frustrating card to play against.
@CleverConvict I like your Hero card. Like, a lot. Nuff said.
@kegstand... Chen is definitely broken, the goblin is meh and the Horseman seems really interesting, the best one for sure.
@VadoskiN I like the idea, it's quite different than what I've seen so far. I mean, they printed Evolve, right? It's just that spells don't have Battlecries and the angels have too many stats; I think you could get away with lowering them to like, 12 stats each minion. Also, how exactly does this work? Does it transform your minions into random Angels or you're guaranteed to get at least one of each if you have at least three minions? Do they go dormant again when they die? I assume they don't.
@Vilegloom I think some of the drinks are too weak (like the healing one) while others are too powerful (Poisonous, Freeze).
Davy Jones: He's big, he undead, he's Pirate. He will equip the best weapon in the game after War Axe nerf but be careful to run out of life.
Dragon Breeding Ground / Kalecgos: Same idea, same HP, different in execution. The whelp will activate your Dragon effect in Wild / Netherspite Historian or become burst damage assistants.
Haramad is there to reduce inconsistency for Highlander decks by discovering board clear or minions every turn.
Davy Jones: I dont know. In anything but aggro pirate this card is completely unplayable. Even there it might be too risky ... and do u rly want to promote that archetype? Doubt it will get u far.
Dragon Breeding Grounds, Kalcegos: the minion is better, tho im not sure how balanced this is ... it can be abused quite easilly.
Haramad: also not sure about this, its a very powerful ability, sure u have to sacrifice something in deck building, but this would be super powerful for a Reno deck or any control oriented deck, mby too powerful. U would basically have the ability to conjure removals or threats constatnly for mere 2 mana, thats kinda crazy if u think about it.
WOrding: your last card has the proper wording "... your Hero Power becomes ...", your frist two dont. Fix that if u want to use them.Also, a general reminder: the hero power does actually have to have the words Hero Power or Passive Hero Power on it ... many of u made wordy hero powers that would not fit, if u didnt omit to include these words on it ... that on itself makes your card too complicated design and u should simplify it! ;-)
This gives you a really good hero power (upgraded Mage hero power), but it has a 50% chance to fail every time you use it. The way I wrote it, when it fails, you spend the 2 mana on your hero power then get your class' Basic one back. This means you would waste 2 mana, basically. Should it damage your hero, too?
This gives you a really good hero power (upgraded Mage hero power), but it has a 50% chance to fail every time you use it. The way I wrote it, when it fails, you spend the 2 mana on your hero power then get your class' Basic one back. This means you would waste 2 mana, basically. Should it damage your hero, too?
Feels like the stats on the minion should be better, after all this is just a gamble and u need to spend mana to get the advantage of the hero power and u might lose it at any time. Yes, its a pretty powerful effect, but not one u can count on sticking around.
Btw the wording on the HP looks like it cant fit properly, as u can see by the shrunk font size, mby try something simpler after all.
Tho what i have in mind for my card will make me the biggest hypocrite for saying this, im working on a special piece, if i can get it right (not sure i can tho :F) :D /edit: Nope! Too complicated idea to make it fit this weeks rules :(
Hi there :) Here is a temporary effect. Let me know what you think about it.
N.B. During the same turn, you can use your original Hero Power, then play Main Gauche, and finally use the copied Hero Power from your opponent.
This feels like "but why?" Id almost say its worse than Headcrack ... thats bad. This needs to cost 1 to be playable, then it might act as a combo starter or cycle with auctioneer or something. At 2 it just seems unplayable. Even 1 might still be too high, but 0 might be too low, tho dunno, mby not.
Meaning you can equip two weapons simultaneously and attack with both once each turn. (Unless they have windfury.)
This is actually a cool take on the dual wield mechanic, but there is too much unsaid as to how would everything around this work. What would determine, to which slot would another weapon be equipped? What if u wanted to override the weapon in your left and instead it would "force" you to equip it to your right hand? You say u can attack with each weapon once a turn, but would game mechanics let u? (the hero is attacking, not the weapons themselves, so after one attack, the hero would get exhausted, unless one of the weapons had windfury) Balance is probably out of the window .. and other things.
Not to metion, i dont think it technically follows the rules, since u are not gettin a new hero power with this.
So it would be seen as unaccepted because you only get to use the hero power once before it goes back to the original, so it could be seen as not replaced, but it could be debated because the hero power is replaced with a different hero power (even it's just for one use) it follows the rules. Either way I hope this is cleared up, but I think this could be an invalid entry.
As for me, I have this idea for this week. I have realised that secret text has to be bold (which is annoying I know). However I would like to hear what you think. Unlike the hero powers in the game, this is one you have to plan ahead rather than just use it a immediate effect which I would like to see more in Hearthstone:
My Entry for this week's Card Design Competition - Season 8.16:
My idea for the week! What do you think? And is it clear that the Hero Power would cost 2?
As my last idea didn't go over well, I've created this one that should be a little more exciting and flavourful.
Obviously a very powerful hero power, but one that requires a minion to stay on the board to work, and is really only useful when you're battling for board control. Once you move to smorcing it does nothing.
Bronson's first ability keeps him on the board for a turn so that you're guaranteed to have something to use it on for at least one turn.
Captain Grayson
Everyone loves pirate decks so i think it's about time they got the ability spam pirate banter whilst smashing the face. This weapon can't be destroyed by normal means and combos with Doomhammmer and Fools Bane pretty well as it can duel-wield attacks along side a normal weapon. Just when you were wishing patches never left standard, here's another seafaring matey to assist you, once more subliminally entering his voice over into your everyday life. I'm just wondering if there's any way Captain Grayson could summon Patches but not be destroyed Gollaka Crawler so there could be that showstopping T1 pirate Legendary duet we all crave. Suggestions appreciated for emotes also ;D.
Just had an idea of how to fix my original concept so that it is more synergistic and flavourful.
Basically it would create a new deck archetype where you aim to hit Fatigue as soon as possible, while overwhelming your opponent with card advantage. Then you can continue to use your ability when in Fatigue to go for the kill. Could result in a lot of ties, but definitely a interesting direction.
Here's what I have so far. The Horseman was something I created but didn't use for an earlier comp. Now it's a few days late as far as seasonal flavor goes. Could also be a Paladin class card and fit the lore.
Chen HP
Hemogoblin HP - Will create if this is the fan favorite
Headless Horseman tokens (I think the weapon will need to be rebalanced)
Here's a new idea, though it's probably been done before. Thoughts on it?
Drinks:
Davy Jones: He's big, he undead, he's Pirate. He will equip the best weapon in the game after War Axe nerf but be careful to run out of life.
Dragon Breeding Ground / Kalecgos: Same idea, same HP, different in execution. The whelp will activate your Dragon effect in Wild / Netherspite Historian or become burst damage assistants.
Haramad is there to reduce inconsistency for Highlander decks by discovering board clear or minions every turn.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
@nurgling18 Seems like a really not fun idea, and maybe too powerful. Also it's been done so many times already.
@blazenet I'd say it would fit better as a Priest card, but even then the Hero Power would still be very weak.
@ffinderous The Quest seems really hard to complete and the rewards don't make up for the loss as the Hero Power is waaay too slow. The sheep one is cool but I think it would be better reworked as a card (it's like trading your ping, which is super good, for something that doesn't really do anything). Parrotry strikes me as kinda pointless: it's kinda like playing Sideshow Spelleater but you have to pay 2 more mana everytime you want to HP.
@Fortify It's an interesting idea, I just wonder why you didn't make it like "Put a random Secret on the battlefield." It seems to fit and work a little better.
@Fabman650 I like both ideas (Chromie a lot more, to be honest), but neither of them seem to fit the playstyle of their classes. I get the flavor and I agree with you bronze dragons look better in Paladin, but Chromie just screams Rogue to me. Maybe Druid with their "return to the deck" shenanigans?
@Heinibrother The first one is waaay seems whatever; I think if you were to play a dedicated Elemental deck, you probably wouldn't need this most of the times. The second one is really cool and I could see this being played in a Control Hunter; I think losing your 2 dmg to face more than compensates for a 2-mana Assassinate, but at the same time, in such a deck it might not be that big of a price to pay.
@Derkos15 Not the first time I've seen this idea and I still think it's great... at ruining the fun of other people.
@Svaarn It's an interesting idea, but I think it's too strong. Imagine getting Soulfire, Lightning Bolt, PW:S, Binding Heal, etc. Seems like a really frustrating card to play against.
@CleverConvict I like your Hero card. Like, a lot. Nuff said.
@kegstand... Chen is definitely broken, the goblin is meh and the Horseman seems really interesting, the best one for sure.
@VadoskiN I like the idea, it's quite different than what I've seen so far. I mean, they printed Evolve, right? It's just that spells don't have Battlecries and the angels have too many stats; I think you could get away with lowering them to like, 12 stats each minion. Also, how exactly does this work? Does it transform your minions into random Angels or you're guaranteed to get at least one of each if you have at least three minions? Do they go dormant again when they die? I assume they don't.
@Vilegloom I think some of the drinks are too weak (like the healing one) while others are too powerful (Poisonous, Freeze).
This is my concept for a Warlock Hero, feedback is appreciated. Hero power and portrait under the spoiler to not tale up too much space.
Also, a general reminder: the hero power does actually have to have the words Hero Power or Passive Hero Power on it ... many of u made wordy hero powers that would not fit, if u didnt omit to include these words on it ... that on itself makes your card too complicated design and u should simplify it! ;-)
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Here's a new idea:
This gives you a really good hero power (upgraded Mage hero power), but it has a 50% chance to fail every time you use it. The way I wrote it, when it fails, you spend the 2 mana on your hero power then get your class' Basic one back. This means you would waste 2 mana, basically. Should it damage your hero, too?
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Hi there :) Here is a temporary effect. Let me know what you think about it.
N.B. During the same turn, you can use your original Hero Power, then play Main Gauche, and finally use the copied Hero Power from your opponent.
Meaning you can equip two weapons simultaneously and attack with both once each turn. (Unless they have windfury.)
Tho what i have in mind for my card will make me the biggest hypocrite for saying this, im working on a special piece, if i can get it right (not sure i can tho :F) :D /edit: Nope! Too complicated idea to make it fit this weeks rules :(
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